A basic capture the flag map, with the laser varibles to make things tough. This would be great for a 2vs2 or 3vs3 league, maybe even 5vs5. Any more than 10 players, and a spamfest would startup very quickly.
A Demoman can detpack the enemy's Generator control panel to make all the lights go out. An Engineer can repair the control panel by hitting it with the spanner.
Capture the Alien. The alien resides in the TEST LAB. CAPTURE POINT also is in the TEST LAB, door to chamber will open when entering the lab with the alien.
Hidden somewhere in the mountains of North America lies the oracle known as "THE SERVER". The server has come under attack by foul-mouthed, respawn spamming newbies and llamas. Bob, the mysterious, higher power of the oracle, has become separated from the control room which houses the server. Your job, as an administrator of the server, is to escort Bob back to the server... The door to the control room that houses the server must be opened by a switch that is located at the top of the building with the elevator. There are several ways to get there including wind tunnels and the elevator. The newbies and llamas (yellow and green teams) objective is to get Bob (snipe him). Bob can close the doors on the tram thus giving himself a safety zone in which to wait for the control door to open.
TFC deathmatch that takes place in a ghetto street, players start in their garages and enter the street that has been converted into a battle arena. Plays best with soldier vs soldier, but demoman vs demoman and snipeing is also possible. There is also a spectator class that allows you to watch the battles.
Gladiator is a simple deathmatch arena map, originally intended to be played in the Wireplay Soldier DM Ladder. A switch in each respawn area is used to signal readiness, once both players are ready the battle commences.
The flag is on view for everybody to see but, providing it's properly defended, it shouldn't be quite so easy to pick up. However, once you have it, it's only a short and reasonably protected journey back to your capture point in your lower HQ office area. The bases are protected by (EWARS) an "Early Warning Audio Radar System".
Scoring in this level is like Tempest with the addition that a team may touch its own flag to return it. There are 3 points are awarded incrementally until one exits the base, with 5 points being awarded upon flag capture. Flags return after 60 seconds if not touched.
A CTF map that takes place in a canyon at night under a full moon. You need to disarm the security to gain access to the flag. Map contains several routes to flag and also multiple ways to shut down the security. Uses Custom models, textures, sounds and sky.
The Green team has until 12:00 midnight to destroy the red team's Christmas tree and ruin their Christmas. A green demoman must get to the storage area at the rear of the red base and place a detpack under the tree to destroy it. Only engineers can open the maintenance access door with a wrench.
Intelligence Reports show that the enemy have taken control of an abandoned Nuclear Fusion test facility in the deserts of the south east. To prevent them from continuing our research we have decided the site must be destroyed.
This map is designed for small games of 4v4 or 5v5. Enter the enemy base deactivate the lasers. Proceed to the flag room and steal the flag. Take it and place it on the pad in your flagroom to score.
This map is very simple, it is made up of 2 bases. They are separate in center by a river and a bridge who accomodates 4 buttons, which are used to activate/desactivate the lights in the battlements. The grenade were withdraw from this map.
It's back to the wild west with all the crazy characters from Team Fortress Classic. There's two teams, one town and one flag. The objective is to get the flag from the Jail to the train and ride the train to glory and victory. Leaving town with the flag is prohibited unless you are on the train. Points are scored depending on how far you are able to stay on the train. Bank vaults are detpackable for fast access to the jail.
The layout for Corps68 resembles a huge "U" shape, with the flags located at each dead-end. The 180 degree curve houses a neutral bunker, which is very defendable particularly for Soldiers, Engineers, and Snipers. Defense of this neutral bunker is aided by a halftrack vehicle with 2 mounted guns (both guns have identical rate of fire & shot damage). Toggle the boiler "on" to stop the enemy attacking via the water route. All classes except the Pyro get burnt alive by the scorching water.
Set on board the Nostromo, cargo towing space vessel from the movie "Alien", your goal as a marine is to ensure safe retrieval of the Xenomorph, or as the ship's crew, determined to activate the self-destruct sequence and blow the Xenomorph to smithereens.
Closed doors guard each flag, and are toggled via a button in the enemy "pillar room" on the 2nd storey. Your capture point is located in your own pillar room, on the 1st storey.
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Installation
Unzip and place the (mapname).BSP and (mapname).txt files into your C:\Sierra\HalfLife\Tfc\Maps directory. Create the maps subdirectory within C:\Sierra\HalfLife\Tfc if required.